Thank you for playing and for your feedback. I see your argument and your are right in that we were not really pursuing the "not jumping" angle. One of the interpretations given when the theme was revealed is "a shooter where you cannot stop shooting" so we took that approach to the platforming genre and decided "what if everything jumps with you" so that now, obstacles that would otherwise be easy to jump over now you had to find another way to avoid them since they too jump with you. Sorry that this wasn't made clear but thanks again for playing :D
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I really liked the idea as it felt like a tower defense meets a shooter puzzler like experience I just found it really easy to die and not fast enough to repair the parts that were damaged. Also, not being able to protect all sides of the main platform that needs to be protected is something I recommended reviewing because a few times I was shot down almost instantly without having enough time to barricade myself.
Having said that, I really liked this entry and it has great potential that with a little refinement and balancing could make a really fun game maybe even a great mobile experience. Great job!
Thank you so much for playing and for the feedback. I really hate that nasty bug and I'm so sorry you encountered it. We definitely have room for improvement and will take your suggestions into consideration should we expand this idea. :)
Very intense twin-stick shooter! I love the camera work how it pulls back depending on the action and the movement is very fluid and responsive. Very nicely done. Take some getting use to, not at the idea as that is simple to understand and I like it, but actually executing the gameplay itself. :D I like it :)
Wow! It was such as challenge to steer mainly because it works differently from what I expected. I thought that by hitting the top corner the car would rotate downwards by in reality it simply rotates in the same direction I hit it. Maybe have an "inverted mode" for people like me who thought that's how physics in the game would work? :)
Still, pretty neat concept and quick to pickup. Steering gets harder the further a way you move the starting point but perhaps that's part of the game ;) Good job
Thanks for comment and for playing. We did set the Desktop version to restrict the mouse on the game window unfortunately it does not work on the HTML version (is part of Unity's documentation) but that is great recommendation. Yup, once again we decided to go for new things like physics and so forth which meant a lot of learning so we get the funny yet fitting stuck animation bug which I've grown to like :P Thanks for you input
I wish it was called "Wall Painter" though I understand why the game is called what is called :P This is game plays so fast, no joke, at least your movement is. Interesting idea for sure and the execution is nicely done. I wonder how this game would feel with a game pad... ;)
Clever idea to take a classic and retrofitted to match the theme but...you monster! You took away the one thing that makes pacman fun! lol I was disappointed that I could not eat the ghost but found it hilarious when it happened to me as I ate a power pellet soon as a ghost was coming and saw I was dead. Made me go all like "Wait, wha! oh, I see, that's been remove too.... :( " Just wish you would've added something extra or made it different enough so that it does not feel like I'm playing more or less a broken version of pacman :D
Sorry, I did not understand the goal of the game and how the mechanics work as it is not really explained anywhere and I tried clicking buttons but there was not enough feedback for me to now if I was doing anything right or wrong. :/
We kept contemplating what makes a "stealth" game be a stealth game and we settled on the idea that was more of a feeling that you of not being caught rather than simply sneaking around so to see a game that removes that core feature that makes a stealth game that was an interesting concept. I found the "here's the proof" to be funny and a nice touch.
Perhaps if the game offered a bigger mood of being in a stealth game such as: darker room, enemies carrying some sort of light source to have that "oh, no! someone is coming" feeling, and updating the sound to feel more sneaky like would greatly improve this game. I like the idea of removing the stress of being caught so long as it still feels like I need to stay hidden and I can because the surroundings allow me. ;) Keep it up!
Interesting concept which by only reading the description I was concerned it would be no different than an endless runner but I see how you turned it around and made it something more unique. Good attempt! :D
I like the fast pase simple controls/objectives of it but I wish I wasn't thrown in so quickly and would've had at a little a "ready, set, go!" :) Too bad there was no time for sounds or music because it would've made the game even more fun. Nicely done :)
Even with explosions the Windmill is still so dreaded! I wish there was a stroke counter or something visible while I played otherwise I am more temped to do small explosions and slowly move to the goal. Then again, the big explosions is where it is at except after level 1 all the explosion sizes start to feel like the generate the same force but it was still enjoyable.
I like the hand drawn looking artwork and the sound effects are funny and enjoyable especially when you let yourself get too gassy and pop! goes the weasel. I wish, though, that he would travel a lot more since I have to spend so much time waiting for a refill and if I want to travel far I have to let it fill to the point of popping which happened to me a few times because the UI was a little outside the screen so I could not see the meter correctly. I think the game would benefit greatly if perhaps the gravity was a little more fluid and this played more like if I was in space and the gas functions more as a way to increase speed rather than distance. :)
I see what you were going for and I like the puzzle behind it and how you have to position yourself in harms way to then use the enemy's attack against them and for a brief moment it looks like a shooter but it is easy to forget it is a shooter. Still, pretty cool prototype. Nicely done
Though game but a welcomed challenge and I love the little warning given as to not make it unfair yet it is still difficult but in a good way. Do agree the hitboxes are a little large and die here and there not really feeling like I was ever touched. ;P
Hey, often times that' what a Jam produces "a proof of concept" and i see what you were going for and had you had more time, I think it would've been a nice idea and fun concept to play. Keep at it and make a prototype! Don't give up :)
I little small tutorial at the beginning to understand how to play would have helped me to not dying many times trying to figure out what I was supposed to do. :P I knew the goal which was to collect everything but did not understand why I was shooting, what I was shooting at, and when. Still, I think it is an interesting concept and a cool way to play a platformer. :D
Really cool idea and execution. I love how you have to move the towers to combine them into better ones and I though I was being baller when I was getting level 4s and 5s before the wave started! Then disappointing when it I was unable to stop a single unit though I had high powered (or so I thought) turrets. Perhaps starting the waves a bit easier it be nice. Eventually I filled all slots so I was stuck with why I had and at times it felt like I was losing some of the 4, 5, and 6s level turret. Still, I had fun just figuring out how to power them up. :D
It was brilliant to use Sumo wrestling rules to implement the theme! The skateboarding was just a nice added touch of quirkiness to give it that makes the game stand out and be funny. This only a comment and does not affect my rating as I only rate on how the theme was implement, I wish the music would've been different as it just did not fit all that well. Even with the silly nature of the game, the music felt out of place. Overall, I really liked it and this has been one of the more unique implementations I've seen of the theme. :D
I can understand why people are struggling with the magnetic mechanics of the game. Like others have mentioned , it is not immediately obvious what the effects of the magnet and, whether intentional or not, the first idea that came to my mind is that I would be able to suck all the bullets to my magnet and then release them back when I stopped using the magnet. Again, I can't tell why my mind went that route but it did. Additionally, I do agree that something that lets us know that the bullets are engaged like by slowing them down would make it be a better "game feel", easier to understand, and more fun as it is cool to see bullets slow down in mid-air as I readjust their trajectory. It's that sense of "having power over the enemy" that games like these tend to bring that I feel is missing from this entry. However, the concept is a fun idea and I would like to see some improvement done to really nail the feeling of using a magnetic to attack the enemy with their own ammunition.
Ummm...I struggled to play the game. I don't know my way around a menu system like this game and I could not even get the battle going no matter how many times I clicked "Fight -> Start? -> yes". Perhaps adding some guidance in the description would be helpful for silly people like me who don't know their way around complicated looking menus like this one. :)
Well, I died...over and over and over. Hard to get a feel for the momentum to time t he hooks and releases correctly. I do like the minimalist geometry look it was just lacking some nice upbeat music to go with it or some fun voice sound effects for the hookshot or something like that :D. A suggestion though...I could not see how this tides to the theme so maybe adding it to the description of the game might be helpful for folks like me who missed it ;)
I know you said in the description but I just could not shake the feeling that I was more of less playing a text adventure with some graphics and it was missing the mood/feeling of exploration I get from metroidvanias mainly because its hard for me to visualize what I read (they are just words to me). I think it would've been great, and perhaps what I was expecting, is that you would have a more traditional looking metroidvania with a character and a smaller map and instead of controlling the player by using ARROWS/Buttons you would type commands that would slowly become more advance as you grew. So I would see my character move left when I typed "left" or move and stopped when I typed stopped. Perhaps a little harder to program but definitely would've added to the "no MECHANIC" part :D Still, nicely done
Umm...I did not really get the Genre to understand the no Mechanic part but I did find an exploit in that if I am far enough from the enemies they don't move and come find me. Did die a few times too quickly as I was trying to understand what the heck was happening lol but in one instance as I was trying to get away from an enemy, I moved towards the fence at the bottom of the level almost falling but did not. The enemy fell and then after that no enemies spawned close enough for me to be in danger and so I won! lol :D
Ummm...The concept seems like a cool idea but IDK what happened, I was unable to understand how exactly I played. The tutorial may have said it but I was not able to catch it since it started while I was still looking at the description, no way to go back and revisit an instruction, then the tutorial become slow and made me want to hit every single key on my keyboard trying to skip so that I could play the game and when it said start I was all like "Wait, what? Who am I? what do I do? do I just stare and hope for the best?..." :(
Perhaps making the tutorial like slides I can go back and forward would be a great improvement so that I don't have to reload the whole thing to see what I miss (or at least add them to the game's description) and not have to wait for them to be done to start playing the game. :D Still, props for having such a detailed in-game introduction.
That first level is no joke! I got killed in like 10 seconds but the second time around I got the gist of it and was able to beat the game without dying. Let me start with what I liked: grapple based movement with a grapple capable of shooting across the room is fun (be it still need a little more work as something it would register a hit on the wall I was on even though I was shooting in a different direction) and the object was simple and straight forward with no real tutorial needed. What become a little annoying quickly was the short repetitive music loop. Either than that, nice entry
Love the model and the animations and the idea is so funny! I just wished it would've been implemented a little better. I think having the "familiar" mechanic was a good idea in concept but I can't say the implementation nailed it as I felt like I could never use it. Also, once I was spotted I remained spotted even when I respawned and it was impossible to escape which makes it hard to survive once spotted.
Still, like I said, really fun idea and I would like to see this polished a bit more and expanded upon as I think this could be a nice parody on Metal Gear or something like that. :D Good work.
Really impressive work! I love the idea on relaying on a single action to platform. Plus, for the most part, the physics felt right be it a few times confusing as to why my jump was short or the arc not so high. The only flaw I see in the design, perhaps its just a screen size issue, is that I could not get more of that "flow" in movement most platform offers and it felt it was a lot of waiting for the next move. Know what I mean? I could not really engage in fast high risk platforming because I would be taking more "faith jumps" that anything.
Still, really fun and happy to have played it :D